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TECHNO-ORGANIC
GADGET
Techno-Organic (PL 7)
Though the technology of some worlds is based on electronics and mechanics, some other cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
This gadget can be applied to any item such as armour, weapons or computers, but not to cybernetics.
Items with the techno-organic makeup gadget are composed of living tissue or a biological/mechanical hybrid material.
Unlike normal items, the item with this gadget regenerates itself at a rate of 1HP per hour when damaged.
Additionally, armour with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.
All the armours DR is fully exchanged to HP, at the rate of 5hp per 1DR.
All other items have the equivalent HP that the item would normally have adding any DR they also would have on.
Vehicles and Space craft can be converted to fully Techno-organic. The HP used as the living HP that the Techno-organic uses. Eg a space craft with 2000hp of structural size now has 2000hp of Techno-organic size. The superstructure DR also adds on to the hp of the vehicle, but the armour does not as that would be treated as techno-organic armour not as a part of the vehicle, as it does for armour on a creature.
Vehicles and Space craft regenerate at 10hp per hour and 100hp per hour respectively.
The HP of the item must be removed before any damage can occur to the wearer.
The item never dies unless “killed” by a bio-virus or fire or acid. Any damage done by this style of attack is permanent until healed by normal character based recovery. Fire and acid damage requires normal healing time and can be increased if the repair facility/ space dock if fitted out for techno-organic vehicle as it contains a hospital as well.
It also may have cybernetic implants installed, see below.
It requires a power to allow the item to function, as muscles and nerves require electrical impulses to work correctly.
Non-vehicles use power cells and vehicles use generators or engines.
Techno-organic items don’t require power cells, as such a techno-organic weapon uses it internal power supply and re generates the charges back at 5 per hour.
Restrictions: None.
Purchase DC Modifier: +4 weapons, armour, vehicles. +3 for equipment.
TECHNO-ORGANIC GADGETS
IMPROVED ORGANIC STRUCTURE (PL 7)
This adds 10hp to the HP total of the armour.
Purchase DC Modifier: +4.
IMPROVED ORGANIC RESISTANCE (PL 7)
This adds +4 to all poison or disease or radiation save of the armour.
Purchase DC Modifier: +3
IMPROVED ORGANIC SKELETON (PL 7)
This adds +1 AC and +1 DR to the armour.
Purchase DC Modifier: +4
CYBER ENHANCEMENT (PL 7)
This allows the armour to take one more cybernetic implant above it’s maximum.
Purchase DC Modifier: +3
IMPROVED FIT (PL 7)
This reduces the AC penalty of the armour by 2, or adds +1 to hit for the weapon (once only).
Purchase DC Modifier: +2 (armour), +4 (weapon)
IMPROVED ORGANIC REGENERATION (PL 8)
This gadget improves the regeneration capability by +1HP per hour.
Purchase DC Modifier: +4.
IMPROVED POWER REGENERATION (PL 8)
This gadget improves the regeneration capability by +5 shots per hour.
Purchase DC Modifier: +4.
NANITES REPAIRERS (PL 7)
This is a cybernetic implant for the Techno-organic items and counts against its maximum allowable implants.
The gadget repairs the item at the rate of 5HP/ 50hp for vehicles/ 500hp for ships per round for a maximum of 5 rounds per day. It is a MEA to active or deactivate.
Purchase DC Modifier: +4.
CRAFT AND REPAIR
To craft the item as Techno-organic it is as the item is normally, but with an increase of +8 to the DC. The crafter gets a synergy bonus of +2 for 5 ranks in Craft (Electronics), +4 for 5 ranks Knowledge (Earth and Life Sciences) and +2 for 5 ranks in Treat Injury.
To repair the item as Techno-organic it is the same roll as normal, but with an increase of +8 to the DC. The repairer gets a synergy bonus of +2 for 5 ranks in Craft (Electronics), +4 for 5 ranks Knowledge (Earth and Life Sciences) and +2 for 5 ranks in Treat Injury.
TECHNO ORGANIC CYBERNETIC IMPLANTS
Maximum
Equipment #
Tiny 1
Small 1
Medium 1
Large 2
Huge 2
Vehicles #
Large 2
Huge 2
Gargantuan 3
Colossal 3
MC 3
LC 4
GC 4
CC 4
Massive1 to 4 5
Space craft #
UL/L/LM/M 5
H 6
SH 7
Behemoth 9
TECHNO-ORGANIC
GADGET
Techno-Organic (PL 7)
Though the technology of some worlds is based on electronics and mechanics, some other cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
This gadget can be applied to any item such as armour, weapons or computers, but not to cybernetics.
Items with the techno-organic makeup gadget are composed of living tissue or a biological/mechanical hybrid material.
Unlike normal items, the item with this gadget regenerates itself at a rate of 1HP per hour when damaged.
Additionally, armour with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.
All the armours DR is fully exchanged to HP, at the rate of 5hp per 1DR.
All other items have the equivalent HP that the item would normally have adding any DR they also would have on.
Vehicles and Space craft can be converted to fully Techno-organic. The HP used as the living HP that the Techno-organic uses. Eg a space craft with 2000hp of structural size now has 2000hp of Techno-organic size. The superstructure DR also adds on to the hp of the vehicle, but the armour does not as that would be treated as techno-organic armour not as a part of the vehicle, as it does for armour on a creature.
Vehicles and Space craft regenerate at 10hp per hour and 100hp per hour respectively.
The HP of the item must be removed before any damage can occur to the wearer.
The item never dies unless “killed” by a bio-virus or fire or acid. Any damage done by this style of attack is permanent until healed by normal character based recovery. Fire and acid damage requires normal healing time and can be increased if the repair facility/ space dock if fitted out for techno-organic vehicle as it contains a hospital as well.
It also may have cybernetic implants installed, see below.
It requires a power to allow the item to function, as muscles and nerves require electrical impulses to work correctly.
Non-vehicles use power cells and vehicles use generators or engines.
Techno-organic items don’t require power cells, as such a techno-organic weapon uses it internal power supply and re generates the charges back at 5 per hour.
Restrictions: None.
Purchase DC Modifier: +4 weapons, armour, vehicles. +3 for equipment.
TECHNO-ORGANIC GADGETS
IMPROVED ORGANIC STRUCTURE (PL 7)
This adds 10hp to the HP total of the armour.
Purchase DC Modifier: +4.
IMPROVED ORGANIC RESISTANCE (PL 7)
This adds +4 to all poison or disease or radiation save of the armour.
Purchase DC Modifier: +3
IMPROVED ORGANIC SKELETON (PL 7)
This adds +1 AC and +1 DR to the armour.
Purchase DC Modifier: +4
CYBER ENHANCEMENT (PL 7)
This allows the armour to take one more cybernetic implant above it’s maximum.
Purchase DC Modifier: +3
IMPROVED FIT (PL 7)
This reduces the AC penalty of the armour by 2, or adds +1 to hit for the weapon (once only).
Purchase DC Modifier: +2 (armour), +4 (weapon)
IMPROVED ORGANIC REGENERATION (PL 8)
This gadget improves the regeneration capability by +1HP per hour.
Purchase DC Modifier: +4.
IMPROVED POWER REGENERATION (PL 8)
This gadget improves the regeneration capability by +5 shots per hour.
Purchase DC Modifier: +4.
NANITES REPAIRERS (PL 7)
This is a cybernetic implant for the Techno-organic items and counts against its maximum allowable implants.
The gadget repairs the item at the rate of 5HP/ 50hp for vehicles/ 500hp for ships per round for a maximum of 5 rounds per day. It is a MEA to active or deactivate.
Purchase DC Modifier: +4.
CRAFT AND REPAIR
To craft the item as Techno-organic it is as the item is normally, but with an increase of +8 to the DC. The crafter gets a synergy bonus of +2 for 5 ranks in Craft (Electronics), +4 for 5 ranks Knowledge (Earth and Life Sciences) and +2 for 5 ranks in Treat Injury.
To repair the item as Techno-organic it is the same roll as normal, but with an increase of +8 to the DC. The repairer gets a synergy bonus of +2 for 5 ranks in Craft (Electronics), +4 for 5 ranks Knowledge (Earth and Life Sciences) and +2 for 5 ranks in Treat Injury.
TECHNO ORGANIC CYBERNETIC IMPLANTS
Maximum
Equipment #
Tiny 1
Small 1
Medium 1
Large 2
Huge 2
Vehicles #
Large 2
Huge 2
Gargantuan 3
Colossal 3
MC 3
LC 4
GC 4
CC 4
Massive1 to 4 5
Space craft #
UL/L/LM/M 5
H 6
SH 7
Behemoth 9
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